Adventurers speak of a rare breed of heroes who can bend the laws of nature to their bidding through sheer force of will. This mental manipulation is not magical, nor is it the stuff of superstitious gossip. It is the art of psionics.
This supplement for the D&D game provides psionic character classes and prestige classes, psionic skills and feats, a psionic combat system, and a plethora of psionic powers, items, and monsters -- everything you need to include psionics in your campaign.
To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
Wizards of the Coast LLC (often referred to as WotC /ˈwɒtˌsiː/ or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by purchasing the failing company TSR, and experienced tremendous success by publishing the licensed Pokémon Trading Card Game. The company's corporate headquarters are located in Renton, Washington in the United States.[1]
Wizards of the Coast publishes role-playing games, board games, and collectible card games. They have received numerous awards, including several Origins Awards. The company has been a subsidiary of Hasbro since 1999. All Wizards of the Coast stores were closed in 2004.
One of the better "versions" of psionics, or so I've heard. I've never really liked psionics, and this sourcebook didn't change opinion. In a world of magic, I just see psionics as unnecessarily more of the same.
This sourcebook starts off by explaining psionics and the new core classes. It moves on to feats, skills, and a few prestige classes (just a few unfortunately, so not a whole lot of options). Then follows a long list of powers, a lot of which are basically just psionic versions of common spells. There are a couple of interesting powers that are uniquely psionic in nature, but those are few. The sourcebook ends with a few monster entries with a psionics theme, none of which I found to be particularly inspired.
Basically, just feels like a typical sourcebook to me, like adding psionics as a variant spellcasting system. Nothing more than that. What would've made this sourcebook more "complete" would've been a chapter that thoroughly examines the role-playing and world-building options that includes or introduces psionics, instead of just a small section that talks about the options of interacting with conventional spells.